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DayZ 1.21 - Modded clothing from 1.20 update breaks
Closed, ResolvedPublic

Description

https://twitter.com/InclementDab/status/1656785863114735618

based on this report we require further information/feedback consolidation about this.

The introduction of the new config mid classes has caused issues for the mods, using previous inheritance (mostly missing inventoryslot parameter) resulting in the vanilla (overriden) clothes not possible to equip anymore.

We will be reverting the config side of these changes for the next 1.21 experimental release, meaning no necessary changes will need to be made on mods side.

Details

Severity
Major
Resolution
Open
Reproducibility
N/A
Operating System
Windows 7
Category
General

Event Timeline

Geez created this task.May 12 2023, 12:56 PM
Geez changed the task status from New to Assigned.May 12 2023, 12:59 PM
Geez updated the task description. (Show Details)

Those guys can repair their mods by autoreplace in most cases

Is there still an option to keep the change? @Geez

I personally love the change from an engineering perspective. I just need to get in contact with windstride and a few others to ensure their mods get patched

I, also, appreciate this config change as an improvement. When I noticed it about a week ago, I went ahead and updated my clothing configs to work with the new inheritance.

This change shouldn't be reverted, the claim it breaks 99% of the clothing mods on the workshop is preposterous, as mods that add their own clothing already define their own inventory slots. Keep this change for 1.21, as this is something I've been wanting done since 1.0. Mods that are affected are mods that redefine existing types and overwrite things like cargo size and defined repair kits.

Here to also say that the change was needed; having a better hierarchy can only be good for future changes and even modding. Current mods can fix the issue in a couple of minutes.

But it would be nice the have it mentioned in the changelogs (eventually in a different category Breaking Changes)

AGT added a subscriber: AGT.May 12 2023, 5:20 PM

I've had no issues with my retextured NBC gear. Like OfficialWardog said so long as we define our own inventory slots, which we did and it continues to work hassle-free. Not sure if this has caused wider issues but based on

using previous inheritance (mostly missing inventoryslot parameter) resulting in the vanilla (overriden) clothes not possible to equip anymore.

It seems older clothing mods just need to update a line or 2 in their config and it sorts the issue. Surely it's better to encourage the update and if a mod isn't working because "it's not been updated" then that allows new/updated mods to keep ahead of the curve to ensure a better player experience. - But that's my 2-pence from a long-time player + beginner modder.

designful added a subscriber: designful.EditedMay 12 2023, 11:48 PM

Best answer is to just override Inventory Slots in their ColorBase classes so you don't have ANY issue, deleting them was unneccessary. That way we get this great change, and no mods break.

Moving forward BI shouldn't be worried about mods losing compatibility. That's on the mod makers go keep their mods updated.
Should go one step further and change the script log "FIX-ME" warning to an error. It's been months, and mod makers have had plenty of warning.

Tyson added a subscriber: Tyson.May 13 2023, 2:46 AM

+1 For not reverting the change. This is a really welcoming change and also easy to "fix" for Modders.

No revert pls, embrace change.

Eraki added a subscriber: Eraki.May 13 2023, 9:20 AM

Pro change. My mod's affected by this, but i don't mind adapting. What would help me would be some way to activate/deactivate certain configs by version so I can transition my mods more smoothly on patchday.

lava76 added a subscriber: lava76.May 13 2023, 11:59 AM

+1 for keeping the change.

yeah, keep it.

ntepup added a subscriber: ntepup.May 18 2023, 2:08 PM

You have several major modders in here asking for it NOT to be reverted back...yet you did it anyway. Can we please just realize that the modding community is what is keeping this game thriving and perhaps we should listen to them more often? They want the change. They took it upon themselves to ready their mods for it. Leave it alone. Put it back in the change list for the patch notes.

Changed: Reverted clothing mid classes change as it was breaking vanilla clothing balancing mods

Please consider changing this back. It was better to have the intermediate types.

Tyson added a comment.May 18 2023, 3:26 PM

You guys asked for feedback and got feedback. I count 16 people who literally begged you to not revert the change.
For some reason, you decided to ignore the feedback you asked for.
Please consider changing it back.

That's so weird, you changed stuff in the past what REALLY breaks a lot of mods, and now this 🥴

Geez added a comment.May 19 2023, 9:28 AM

Hello everyone.
We really thank you for the feedback. While the change does bring an improvement to the configs (which was the reason we did it in first place), it ultimately does not fix any issue, only breaks things. Remember, not all creators are active anymore and we always strive to ensure we affect those creations as little as possible.

Geez closed this task as Resolved.May 19 2023, 10:48 AM
Geez claimed this task.

So following this up, does that mean warnings found in script log marked as "FIX-ME" never need to be fixed, and the others can be ignored as nothing will be changed to make those more than just warnings?

example for reference

I don't see how one is related to the other. The clothing changes would have been "nice to have" certainly, but not having them doesn't break anything. The "FIX-ME" warnings on the other hand point to actual problems (that modders should address if they are affected).

It's a reply to this statement. "we always strive to ensure we affect those creations as little as possible."

@Geez what is the status on this change? We need this in order to avoid tons of working setting up configs on each modded item. Is Bohemia going to work towards this change in the future?

Best answer is to just override Inventory Slots in their ColorBase classes so you don't have ANY issue, deleting them was unneccessary. That way we get this great change, and no mods break.

I worded this extremely poorly, but I believe if you keep the InventorySlots array inside of every clothing's colorbase class, and go through with changing the inheritance class to Top_Base, Vest_Base, etc. it wont break the wearability of clothes.

To my knowledge this only broke mods who override the ColorBase class of a piece of clothing, as they have ColorBase: Clothing in their config, which is a very small amount of mods.

Please reconsider the implementation of this, it would benefit modders greatly.